STAR LAW MODULES

Document container for project design documents.

SL1 PROTECTORS OF THE FRONTIER

This module is designed for 4-6 Star Law officers of Ranger rank or less.  Ideally suited for officers of Planetary Officer rank or less.

SL1 delta section

DELTA SECTION: MARCH OF THE SATHAR 

As the characters recover from the initial assault, reports from all over the planet indicate the sabotours have destroyed other laser battery defenses leaving a "hole" in which the Sathar may land.  RIK forces begin to muster up a resistance force to combat the inevitable assault.  Outlying citizens are advised to evacuate to the "protected" areas.  In two days another Sathar fleet of Assault Transports arrive in the system landing approximately 20,000 Sathar troops on remote areas of the planet.  It's not the intention of this adventure for the characters to act as "Generals" of the army; but rather as an elite strike team to allow the RIK forces to mount an effective resistance along with the civilian volunteers unhindered.
  

SAVING THE SAURIANS
 
The first mission calls for the rescue of a village of Saurians  The small clan migrated here several years ago and set up a small village for themselves.  RIK'Sst'Ik informs the characters "The Saurians hatred of the Sathar due to the invasion of their homeworld has caused them to underestimate the danger and now their villiage is in danger from a Sathar battallion of being overrun and the occupants slaughtered.  Unfortunately to save them would leave the army's flank dangerously unprotected.  "Perhaps as Star Law officers, you could persuade the Saurians to evacuate, and rescue them.  We can supply you with several air transports."  Within two hours the characters arrive at the viilage.  As they land, they can see the approaching Sathar in the distance.  It will take a LDR check (at +20%) to convince the Saurians to start the evacuation, otherwise they will not be inclined to leave until the Sathar attack and they begin to take losses.  Good roleplaying can negate the need to make the LDR check.  Use the crater map to set up the evacuation.  The Sathar forces enter from the "swamp" and the Saurians must set up within 10 squares of the "swamp" edge.  If the characters succeeded in their attempt, there will be Saurian "noncombatants" at the leftmost "rocks"; otherwise they will be located at the "special" building.  1 square = 10m.  The Saurians must hold out long enough to evacuate the "noncombatants" to the left map edge (slope), and then they can escape.  The PC's set up with the Saurian combatants.  The Sathar will target all equally at first, but concentrate fire on those causing the most damage once the battle begins. Sathar Forces: 2 Slithers, 2 Quickdeaths, 20 Sathar (Statistics as in Beta Section) with level 3 Beam Weapons skill; laser rifles with 5 power clips, albedo suits, inertia screens, power backpacks.  (These Sathar are a better equipped and experienced unit) Saurian Forces: 10 Saurians (STR/STA: 55/55, DEX/RS: 35/35) with level 3 Melee and level 3 Projectile Weapons skills; auto rifles with 5 bulletclips, swords, military skeinsuits, albedo screens, power backpacks.  6 Saurian "noncombatants" 45 STA, RS 35; no defenses.  

ARMORY ASSAULT
 
RIK'Sst'Ik meets the PC's as they return.  "Perhaps now that you've rescued the Saurian children, the others can be persuaded to help the RIK forces.  Unfortunately while you were gone the Sathar captured an armory in Trizz't.  If you could punch through their forces, we could recapture it so as to have enough arms for the Saurians and keep valuable resources from the enemy.  The Sathar have captured a howitzer that we would love to get back.  Also there is a robot plant which has a number of security and combat bots near the armory.  I doubt the Sathar have entered it, but if we could get inside and reprogram the computer to defend the area from Sathar, instead of just the factory, it may force the Sathar to retreat."  After a quick resupply of weapons, defenses, and aircar parabatteries; the PCs have a 6 hour respit en route to the armory at Trizz't.  Make sure you mention this to the characters so they may prepare for a night assault.  As they approach Trizz't inform PCs using starlight goggles; or any Yazirians with their night vision, that they can see the Sathar forces deployed around the region.  Also the RIK forces hidden in the mountains can be clearly seen.  The RIK forces will radio the PCs and let them know they can be seen.  The PCs should decrease speed and go to nap of the earth flying to prevent observation.  If they do not, a Type 3 Missilier (Large Rocket Launcher) will be fired at them when they are within 9km of the city.  Base chance to hit = 80%, range: long (1km-3km), extreme (3km-6km), dam. 45d10.  Obviously the PCs do not want to be hit by this, but if so give them a chance to abandon the aircar in parawings (or jumping for Yazirians) to avoid destruction.  If they must abandon, require a RS check for no damage, 1/2 damage from the explosion if failed.  Yazirians jumping without pausing to aquire a parawing are allowed a 20% bonus to the RS check.  The real danger is that if the PCs are detected, they will be attacked by a patrol prior to entering the city.  The RIK forces will recommend they land their aircars in a hidden landing zone 3km from the armory.  If the PCs were detected, use the desert map to track the PCs progress.  The PCs should land the aircars on the "medium" elevation just "south" of the road (4 squares from the left and 4 squares from the bottem edges of the map).  1 square = 10m.  A Sathar patrol of 10 standard troops with 2nd Beam Weapons skill, military skeinsuits, and laser rifles with 3 clips will appear at the rightmost road 2 turns after landing.  The Sathar will follow the road.  If the PCs avoid them, they will find the aircars.  If the PCs take more than 1 combat turn to eliminate them, they will warn the troops in the city.  In the dark, give the PCs a +20% chance to surprise the Sathar.  Once the PCs cross the map to the upper rightmost map edge, use the ruins map (entering from the "dry canal" area.  In the ruins map 1 square = 5m.  The armory is the square building.  The factory is the round building at the right lower map edge.  The howitzer starts in the square diagonally between the water and the "damaged" round building. The howitzer is similar to the automatic cannon from SF2.  (MV 60m, treat as light vehicle with 60 structure points, manned by 2 Sathar crewmen; ATT 70, fires once per turn (line of sight not needed); DAM 24d10 in square hit, characters in adjacent squares must make a STA check or be stunned for 1-10 turns.  Robots are never stunned.)  The howitzer may not move and fire in the same turn.  The crew have hard cover and are armed with laser rifles with 1 clip each and military skeinsuits. The armory has 10 Sathar deployed around the top and left edges of it.  4 are armed with laser rifles, 2 have machine guns and automatic pistols, and 4 have sonic disruptors and electrostunners.  Each is wearing military skeinsuits and will activate albedo screens at the first sign of trouble.  Once the fighting begins, anytime the PCs are seen by a Sathar, he may give up his action to communicate the PCs location to the howitzer.  The next turn it will fire on the square "marked" as a target.  If the howitzer has direct line of fire, a Sathar observer is not needed.  If the shooting begins prior to the activation of the robot defense, each 5 turns another patrol of 5 Sathar will appear (armed with laser rifles, military skeinsuits, and albedo screens).  Each has 3 clips of ammo and power backpacks for screens. The factory has a level 4 lock and level 4 alarm on the door.  The PCs will encounter 2 level 4 combat robots on the way to the computer room.  They are armed with laser rifles set at 4 seu, 2 tangler grenades, and albedo screens powered by power backpacks.  The computer has a level 4 Installation Security program, level 4 Computer Security program, and level 4 Robot Management.  The PCs will have to access the computer, defeat or bypass security, manipulate the Installation Security program, then interface with the local RIK computer to use it's Law Enforcement program to enable it to protect the entire city of Trizz't.  There are 60 level 4 combat robots (armed as above) which need to be activated by a robotics expert before the computer can control them.  Once activated, the robots will leave the area of the map to engage the Sathar throughout the city. Once the robots have been activated and the Sathar have been routed, the RIK forces in the mountains will re-take Trizz't.  The characters will have a couple hours rest to recharge themselves and their aircar's parabatteries before flying back to Gozzorf.  Once returning to Gozzorf, RIK'Sst'Ik will recommend they get any rest and healing they need while he contacts HQ for further instructions.  

RAIDING THE SUPPLY LINES
 
The following morning RIK'Sst'Ik informs the PCs that their efforts have not been in vain.  With the recapture of the armory, the militia ranks have swollen with a company-sized group of well armed Saurians.  They have already shown their worth, making a surprise attack on the enemies flank from a mountain pass, delaying the Sathar push against the main force.  The howitzer and combat bots have supplemented the RIK forces in Trizz't to the point that the Sathar have withdrawn further efforts to take the city.  Still, the Kraatar "army" is only delaying the main Sathar thrust towards Gozzorf.  If the Sathar supply lines could be blocked, the advance could be halted.  Since the laser defense batteries around Gozzorf can keep any shuttles from landing within 4000km of the city, the Sathar are forced to bring in supplies south of the great desert, through the mountains, landing in the desert 5000km from Gozzorf and Trizz't.  It would require the characters to travel deep into the desert and perform hit and run tactics without supply for up to several weeks to stop the supplies from the shuttles reaching the front lines.  The RIK forces have a rough idea where the Sathar supply area may be, based on the trajectory the shuttles take as they approach the mountains, but it still covers an area of about 10,000 sq. km.  If the PCs suggest it, the RIK can alert them as a shuttle drops out of orbit and they can attempt to "tail it" to the Sathar rear camps with the Defiant.  The radar and energy sensors can track the shuttle as it descends to within 10km of where the base camps might be (provided the PCs take the Defiant at least to 20,000m altitude).  Otherwise, the PCs will have to "guess" where the rear bases are.  Allow the characters to supply themselves as they see fit.  They will have to travel around the front lines and sneak into the area between the front lines and the Sathar rear camps and set up a mobile base camp from which to strike from (approx. 4500km).  They will be assumed to be using the aircars and an air transport for supplies.  Make sure the PCs determine which heavy weapons are mounted on which vehicles.  The aircars can each carry 4 PCs and 5 extra parabatteries (total range 6000km).  The air transport can carry an extra 20 parabatteries (9000km range plus an extra 3000km for each aircar), one heavy weapons mount, portable shelters, food and water for each character for 2wks., and extra ammo.  If the PCs are using flit boards, they can carry up to four on the air transport (otherwise offer them two hovercars).  The PCs can exchange one foreward firing heavy weapon for each wing mount if they desire.  If the PCs feel they should use more powerful vehicles (from "Tanks Alot" Dragon Magazine issue #99) inform them that all armored vehicles have been pressed into service at the front line (otherwise you will have to modify the Sathar by armoring their vehicles and increasing their weaponry).  To determine the amount of time taken to find the Sathar supply line use the following table: Base chance: 20%Using Magnigoggles: +20%Knowing approximate location of Sathar base camp: +30%For each level of Enviornmental skill (highest individual PC): +5% Make one check for each day of searching once the players reach the area of desert likely used.  The first convoy the PCs will encounter after finding the path used will be composed of 10 hover transports each carrying a driver and rider armed with a laser rifle with two powerclips.  At the head of the convoy and following behind it is a hovercar escort.  Each hovercar carries four Sathar: one driver, two armed with laser rifles with 2 powerclips, and one gunner with a swivel-mount heavy laser with a power backpack.  The "driver" and "rider" Sathar have standard statistics without any skill levels.  The escort Sathar in the hovercars have 2nd level Technician and Beam Weapons skill.  After the first convoy is destroyed, it will be two days before another comes through.  If the PCs camp within 100km of the attack site the Sathar will attack them with the 4 aircars used in the "3rd convoy". The second convoy will be composed of 10 hover transports each carrying a driver, rider with laser rifle and 2 powerclips, and a gunner with a heavy laser mount and power backpack.  They will be escorted by a pair of hovercars (as before), and a pair of jetcoptors; each armed with a heavy laser turret and pylons carrying rocket launchers on each side (firing standard rockets ammo=10, ROF 1/turn).  Each jetcoptor carries a Sathar pilot and copilot with 2nd Technician, and gunners with 2nd level weapons skills.  Three days after losing the Sathar convoy, they will be getting desperate.  A "convoy" composed of 10 hover transports each carrying 10 Sathar armed with laser rifles set at 10seu and power beltpacks, and the "rider" will have a rocket launcher.  There will be the same ground escorts (hovercars) but instead of jetcoptors, there will be 4 aircars armed with recoiless rifle turrets, and 4 pylon mounted rocket launchers; each trailing 15km behind the transports.  The "real" convoy will be travelling 100km to the west of the fake convoy's route.  It is composed of 10 air transports escorted by 2 jetcoptors (armed as convoy #2).  The air transports each have a gunner without any skills armed with a heavy laser mount and power backpack.  If the PCs think to scout out the convoys without being seen, a successful  INT check will notice Sathar in the back of one of the transports leaning out to take a look around.  The real convoy will be travelling 30 min. behind the decoy.  After the 3rd convoy (successful or not) RIK'Sst'Ik wil contact them via radiophone.  If all 3 convoys have been stopped, the Sathar will be falling back, if 2 have been destroyed, the Sathar advance will have been halted.  

BREAKING THE CHAIN
 
RIK'Sst'Ik will congratulate the PCs on their current success.  He will inform them that a group of long range scouts have found the Sathar HQ.  What would really deal a serious blow to the Sathar would be if the PCs could sneak into the camp and destroy the Sathar command structure.  With the lapse at the front he will be able to send an air cargo transport to resupply the PCs with any ammo/power/food & water they have used.  The PCs will have to travel 300km from their base camp after resupply to reach it.  Use the "town" map from the Alpha Dawn rules.  The "special" is a shuttle landing pad, and the buildings are "pre-fab" constructs for ease of setting up & taking down to make the base quite mobile.  The base has the following personnel: General: Sathar (STR/STA: 30/50; DEX/RS: 60/50; INT/LOG: 60/70; PER/LDR: 45/85;  Beam 4, Psycho-Social 6, Computers 2; laser pistol with 2 power beltpacks, albedo screen with power backpack, military gridsuit.) Officers: 4 Sathar (STR/STA: 45/45; DEX/RS: 50/40; INT/LOG: 50/60; PER/LDR: 45/75; Beam 4, Psycho-Social 4, Computers 2; laser pistol with power beltpack, albedo screen with power backpack, military skeinsuit.) Staff guards: 12 Sathar (4 for General, 2 each Officer) (STR/STA: 50/50; DEX/RS: 50/50; INT/LOG: 45/45; PER/LDR: 45/65; Beam 4, Gyrojet 4, Demolition 4, Melee 2; sonic disruptor, laser pistol with 2 power beltpacks, gyrojet pistol with 2 15-rd. jetclips, albedo screen with power backpack, military skeinsuit.) Technicians: 20 Sathar (STR/STA: 40/40; DEX/RS: 40/40; INT/LOG: 45/45; PER/LDR: 45/65; laser pistol with 2 powerclips.) Guards: 20 Sathar (STR/STA: 40/40; DEX/RS: 40/40; INT/LOG: 45/45; PER/LDR: 45/65; Beam 2, Projectile 2; laser rifle with 2 powerclips, military skeinsuits.) Due to the alien nature of the Sathar language, the base computer will be inaccessable to the players, enough Tornadium D-19 is in the armory to cause the generator to create enough damage to level the compound. The surrounding fence is similar to the electirc field generators from SF2; subsection zeta 3 "The Charge of the Ul-Mor".  There are 4 towers each with 1 guard; that create an electric field which causes 10d10 damage to any living or mechanical creature that attempts to cross it.  It is a level 4 security device and may be deactivated in 5 turns by acharacter with Technician skill.  The 5 turns must be consecutive and the character can do nothing else.  The entire field can be deactivated at any one of the towers.  Each tower has 30 structure points.  If any one of the four towers is destroyed, the field is deactivated.  Any weapon can fire through it except electrical weapons. Depending of the time of the attack; the locations may vary.  Even in the middle of the night however; the main complex will be staffed by one officer, two staff guards, four technicians; as well as the four tower guards, and two sets of two guards patrolling the grounds.  Upon the destruction of the Sathar HQ; the enemy army begins to fall apart.  Lack of supplies and direct leadership cause disorganized attacks and retreats by the ememy; forcing them to pull back into the desert.  RIK'Ss'Ik contacts the characters and informs them, so they can avoid running into the enemy as they return back to Gozzorf.  As they travel back, he informs the characters that RIK HQ has gotten a message from the UPF.  "A fleet is decellerating from the void towards Kraatar even as they speak; ETA 5 galactic days!"

SL1 delta section

DELTA SECTION: MARCH OF THE SATHAR As the characters recover from the initial assault, reports from all over the planet indicate the sabotours have destroyed other laser battery defenses leaving a "hole" in which the Sathar may land.  RIK forces begin to muster up a resistance force to combat the inevitable assault.  Outlying citizens are advised to evacuate to the "protected" areas.  In two days another Sathar fleet of Assault Transports arrive in the system landing approximately 20,000 Sathar troops on remote areas of the planet.  It's not the intention of this adventure for the characters to act as "Generals" of the army; but rather as an elite strike team to allow the RIK forces to mount an effective resistance along with the civilian volunteers unhindered.  SAVING THE SAURIANS The first mission calls for the rescue of a village of Saurians  The small clan migrated here several years ago and set up a small village for themselves.  RIK'Sst'Ik informs the characters "The Saurians hatred of the Sathar due to the invasion of their homeworld has caused them to underestimate the danger and now their villiage is in danger from a Sathar battallion of being overrun and the occupants slaughtered.  Unfortunately to save them would leave the army's flank dangerously unprotected.  "Perhaps as Star Law officers, you could persuade the Saurians to evacuate, and rescue them.  We can supply you with several air transports."  Within two hours the characters arrive at the viilage.  As they land, they can see the approaching Sathar in the distance.  It will take a LDR check (at +20%) to convince the Saurians to start the evacuation, otherwise they will not be inclined to leave until the Sathar attack and they begin to take losses.  Good roleplaying can negate the need to make the LDR check.  Use the crater map to set up the evacuation.  The Sathar forces enter from the "swamp" and the Saurians must set up within 10 squares of the "swamp" edge.  If the characters succeeded in their attempt, there will be Saurian "noncombatants" at the leftmost "rocks"; otherwise they will be located at the "special" building.  1 square = 10m.  The Saurians must hold out long enough to evacuate the "noncombatants" to the left map edge (slope), and then they can escape.  The PC's set up with the Saurian combatants.  The Sathar will target all equally at first, but concentrate fire on those causing the most damage once the battle begins. Sathar Forces: 2 Slithers, 2 Quickdeaths, 20 Sathar (Statistics as in Beta Section) with level 3 Beam Weapons skill; laser rifles with 5 power clips, albedo suits, inertia screens, power backpacks.  (These Sathar are a better equipped and experienced unit) Saurian Forces: 10 Saurians (STR/STA: 55/55, DEX/RS: 35/35) with level 3 Melee and level 3 Projectile Weapons skills; auto rifles with 5 bulletclips, swords, military skeinsuits, albedo screens, power backpacks.  6 Saurian "noncombatants" 45 STA, RS 35; no defenses.  ARMORY ASSAULT RIK'Sst'Ik meets the PC's as they return.  "Perhaps now that you've rescued the Saurian children, the others can be persuaded to help the RIK forces.  Unfortunately while you were gone the Sathar captured an armory in Trizz't.  If you could punch through their forces, we could recapture it so as to have enough arms for the Saurians and keep valuable resources from the enemy.  The Sathar have captured a howitzer that we would love to get back.  Also there is a robot plant which has a number of security and combat bots near the armory.  I doubt the Sathar have entered it, but if we could get inside and reprogram the computer to defend the area from Sathar, instead of just the factory, it may force the Sathar to retreat."  After a quick resupply of weapons, defenses, and aircar parabatteries; the PCs have a 6 hour respit en route to the armory at Trizz't.  Make sure you mention this to the characters so they may prepare for a night assault.  As they approach Trizz't inform PCs using starlight goggles; or any Yazirians with their night vision, that they can see the Sathar forces deployed around the region.  Also the RIK forces hidden in the mountains can be clearly seen.  The RIK forces will radio the PCs and let them know they can be seen.  The PCs should decrease speed and go to nap of the earth flying to prevent observation.  If they do not, a Type 3 Missilier (Large Rocket Launcher) will be fired at them when they are within 9km of the city.  Base chance to hit = 80%, range: long (1km-3km), extreme (3km-6km), dam. 45d10.  Obviously the PCs do not want to be hit by this, but if so give them a chance to abandon the aircar in parawings (or jumping for Yazirians) to avoid destruction.  If they must abandon, require a RS check for no damage, 1/2 damage from the explosion if failed.  Yazirians jumping without pausing to aquire a parawing are allowed a 20% bonus to the RS check.  The real danger is that if the PCs are detected, they will be attacked by a patrol prior to entering the city.  The RIK forces will recommend they land their aircars in a hidden landing zone 3km from the armory.  If the PCs were detected, use the desert map to track the PCs progress.  The PCs should land the aircars on the "medium" elevation just "south" of the road (4 squares from the left and 4 squares from the bottem edges of the map).  1 square = 10m.  A Sathar patrol of 10 standard troops with 2nd Beam Weapons skill, military skeinsuits, and laser rifles with 3 clips will appear at the rightmost road 2 turns after landing.  The Sathar will follow the road.  If the PCs avoid them, they will find the aircars.  If the PCs take more than 1 combat turn to eliminate them, they will warn the troops in the city.  In the dark, give the PCs a +20% chance to surprise the Sathar.  Once the PCs cross the map to the upper rightmost map edge, use the ruins map (entering from the "dry canal" area.  In the ruins map 1 square = 5m.  The armory is the square building.  The factory is the round building at the right lower map edge.  The howitzer starts in the square diagonally between the water and the "damaged" round building. The howitzer is similar to the automatic cannon from SF2.  (MV 60m, treat as light vehicle with 60 structure points, manned by 2 Sathar crewmen; ATT 70, fires once per turn (line of sight not needed); DAM 24d10 in square hit, characters in adjacent squares must make a STA check or be stunned for 1-10 turns.  Robots are never stunned.)  The howitzer may not move and fire in the same turn.  The crew have hard cover and are armed with laser rifles with 1 clip each and military skeinsuits. The armory has 10 Sathar deployed around the top and left edges of it.  4 are armed with laser rifles, 2 have machine guns and automatic pistols, and 4 have sonic disruptors and electrostunners.  Each is wearing military skeinsuits and will activate albedo screens at the first sign of trouble.  Once the fighting begins, anytime the PCs are seen by a Sathar, he may give up his action to communicate the PCs location to the howitzer.  The next turn it will fire on the square "marked" as a target.  If the howitzer has direct line of fire, a Sathar observer is not needed.  If the shooting begins prior to the activation of the robot defense, each 5 turns another patrol of 5 Sathar will appear (armed with laser rifles, military skeinsuits, and albedo screens).  Each has 3 clips of ammo and power backpacks for screens. The factory has a level 4 lock and level 4 alarm on the door.  The PCs will encounter 2 level 4 combat robots on the way to the computer room.  They are armed with laser rifles set at 4 seu, 2 tangler grenades, and albedo screens powered by power backpacks.  The computer has a level 4 Installation Security program, level 4 Computer Security program, and level 4 Robot Management.  The PCs will have to access the computer, defeat or bypass security, manipulate the Installation Security program, then interface with the local RIK computer to use it's Law Enforcement program to enable it to protect the entire city of Trizz't.  There are 60 level 4 combat robots (armed as above) which need to be activated by a robotics expert before the computer can control them.  Once activated, the robots will leave the area of the map to engage the Sathar throughout the city. Once the robots have been activated and the Sathar have been routed, the RIK forces in the mountains will re-take Trizz't.  The characters will have a couple hours rest to recharge themselves and their aircar's parabatteries before flying back to Gozzorf.  Once returning to Gozzorf, RIK'Sst'Ik will recommend they get any rest and healing they need while he contacts HQ for further instructions.  RAIDING THE SUPPLY LINES The following morning RIK'Sst'Ik informs the PCs that their efforts have not been in vain.  With the recapture of the armory, the militia ranks have swollen with a company-sized group of well armed Saurians.  They have already shown their worth, making a surprise attack on the enemies flank from a mountain pass, delaying the Sathar push against the main force.  The howitzer and combat bots have supplemented the RIK forces in Trizz't to the point that the Sathar have withdrawn further efforts to take the city.  Still, the Kraatar "army" is only delaying the main Sathar thrust towards Gozzorf.  If the Sathar supply lines could be blocked, the advance could be halted.  Since the laser defense batteries around Gozzorf can keep any shuttles from landing within 4000km of the city, the Sathar are forced to bring in supplies south of the great desert, through the mountains, landing in the desert 5000km from Gozzorf and Trizz't.  It would require the characters to travel deep into the desert and perform hit and run tactics without supply for up to several weeks to stop the supplies from the shuttles reaching the front lines.  The RIK forces have a rough idea where the Sathar supply area may be, based on the trajectory the shuttles take as they approach the mountains, but it still covers an area of about 10,000 sq. km.  If the PCs suggest it, the RIK can alert them as a shuttle drops out of orbit and they can attempt to "tail it" to the Sathar rear camps with the Defiant.  The radar and energy sensors can track the shuttle as it descends to within 10km of where the base camps might be (provided the PCs take the Defiant at least to 20,000m altitude).  Otherwise, the PCs will have to "guess" where the rear bases are.  Allow the characters to supply themselves as they see fit.  They will have to travel around the front lines and sneak into the area between the front lines and the Sathar rear camps and set up a mobile base camp from which to strike from (approx. 4500km).  They will be assumed to be using the aircars and an air transport for supplies.  Make sure the PCs determine which heavy weapons are mounted on which vehicles.  The aircars can each carry 4 PCs and 5 extra parabatteries (total range 6000km).  The air transport can carry an extra 20 parabatteries (9000km range plus an extra 3000km for each aircar), one heavy weapons mount, portable shelters, food and water for each character for 2wks., and extra ammo.  If the PCs are using flit boards, they can carry up to four on the air transport (otherwise offer them two hovercars).  The PCs can exchange one foreward firing heavy weapon for each wing mount if they desire.  If the PCs feel they should use more powerful vehicles (from "Tanks Alot" Dragon Magazine issue #99) inform them that all armored vehicles have been pressed into service at the front line (otherwise you will have to modify the Sathar by armoring their vehicles and increasing their weaponry).  To determine the amount of time taken to find the Sathar supply line use the following table: Base chance: 20%Using Magnigoggles: +20%Knowing approximate location of Sathar base camp: +30%For each level of Enviornmental skill (highest individual PC): +5% Make one check for each day of searching once the players reach the area of desert likely used.  The first convoy the PCs will encounter after finding the path used will be composed of 10 hover transports each carrying a driver and rider armed with a laser rifle with two powerclips.  At the head of the convoy and following behind it is a hovercar escort.  Each hovercar carries four Sathar: one driver, two armed with laser rifles with 2 powerclips, and one gunner with a swivel-mount heavy laser with a power backpack.  The "driver" and "rider" Sathar have standard statistics without any skill levels.  The escort Sathar in the hovercars have 2nd level Technician and Beam Weapons skill.  After the first convoy is destroyed, it will be two days before another comes through.  If the PCs camp within 100km of the attack site the Sathar will attack them with the 4 aircars used in the "3rd convoy". The second convoy will be composed of 10 hover transports each carrying a driver, rider with laser rifle and 2 powerclips, and a gunner with a heavy laser mount and power backpack.  They will be escorted by a pair of hovercars (as before), and a pair of jetcoptors; each armed with a heavy laser turret and pylons carrying rocket launchers on each side (firing standard rockets ammo=10, ROF 1/turn).  Each jetcoptor carries a Sathar pilot and copilot with 2nd Technician, and gunners with 2nd level weapons skills.  Three days after losing the Sathar convoy, they will be getting desperate.  A "convoy" composed of 10 hover transports each carrying 10 Sathar armed with laser rifles set at 10seu and power beltpacks, and the "rider" will have a rocket launcher.  There will be the same ground escorts (hovercars) but instead of jetcoptors, there will be 4 aircars armed with recoiless rifle turrets, and 4 pylon mounted rocket launchers; each trailing 15km behind the transports.  The "real" convoy will be travelling 100km to the west of the fake convoy's route.  It is composed of 10 air transports escorted by 2 jetcoptors (armed as convoy #2).  The air transports each have a gunner without any skills armed with a heavy laser mount and power backpack.  If the PCs think to scout out the convoys without being seen, a successful  INT check will notice Sathar in the back of one of the transports leaning out to take a look around.  The real convoy will be travelling 30 min. behind the decoy.  After the 3rd convoy (successful or not) RIK'Sst'Ik wil contact them via radiophone.  If all 3 convoys have been stopped, the Sathar will be falling back, if 2 have been destroyed, the Sathar advance will have been halted.  BREAKING THE CHAIN RIK'Sst'Ik will congratulate the PCs on their current success.  He will inform them that a group of long range scouts have found the Sathar HQ.  What would really deal a serious blow to the Sathar would be if the PCs could sneak into the camp and destroy the Sathar command structure.  With the lapse at the front he will be able to send an air cargo transport to resupply the PCs with any ammo/power/food & water they have used.  The PCs will have to travel 300km from their base camp after resupply to reach it.  Use the "town" map from the Alpha Dawn rules.  The "special" is a shuttle landing pad, and the buildings are "pre-fab" constructs for ease of setting up & taking down to make the base quite mobile.  The base has the following personnel: General: Sathar (STR/STA: 30/50; DEX/RS: 60/50; INT/LOG: 60/70; PER/LDR: 45/85;  Beam 4, Psycho-Social 6, Computers 2; laser pistol with 2 power beltpacks, albedo screen with power backpack, military gridsuit.) Officers: 4 Sathar (STR/STA: 45/45; DEX/RS: 50/40; INT/LOG: 50/60; PER/LDR: 45/75; Beam 4, Psycho-Social 4, Computers 2; laser pistol with power beltpack, albedo screen with power backpack, military skeinsuit.) Staff guards: 12 Sathar (4 for General, 2 each Officer) (STR/STA: 50/50; DEX/RS: 50/50; INT/LOG: 45/45; PER/LDR: 45/65; Beam 4, Gyrojet 4, Demolition 4, Melee 2; sonic disruptor, laser pistol with 2 power beltpacks, gyrojet pistol with 2 15-rd. jetclips, albedo screen with power backpack, military skeinsuit.) Technicians: 20 Sathar (STR/STA: 40/40; DEX/RS: 40/40; INT/LOG: 45/45; PER/LDR: 45/65; laser pistol with 2 powerclips.) Guards: 20 Sathar (STR/STA: 40/40; DEX/RS: 40/40; INT/LOG: 45/45; PER/LDR: 45/65; Beam 2, Projectile 2; laser rifle with 2 powerclips, military skeinsuits.) Due to the alien nature of the Sathar language, the base computer will be inaccessable to the players, enough Tornadium D-19 is in the armory to cause the generator to create enough damage to level the compound. The surrounding fence is similar to the electirc field generators from SF2; subsection zeta 3 "The Charge of the Ul-Mor".  There are 4 towers each with 1 guard; that create an electric field which causes 10d10 damage to any living or mechanical creature that attempts to cross it.  It is a level 4 security device and may be deactivated in 5 turns by acharacter with Technician skill.  The 5 turns must be consecutive and the character can do nothing else.  The entire field can be deactivated at any one of the towers.  Each tower has 30 structure points.  If any one of the four towers is destroyed, the field is deactivated.  Any weapon can fire through it except electrical weapons. Depending of the time of the attack; the locations may vary.  Even in the middle of the night however; the main complex will be staffed by one officer, two staff guards, four technicians; as well as the four tower guards, and two sets of two guards patrolling the grounds.  Upon the destruction of the Sathar HQ; the enemy army begins to fall apart.  Lack of supplies and direct leadership cause disorganized attacks and retreats by the ememy; forcing them to pull back into the desert.  RIK'Ss'Ik contacts the characters and informs them, so they can avoid running into the enemy as they return back to Gozzorf.  As they travel back, he informs the characters that RIK HQ has gotten a message from the UPF.  "A fleet is decellerating from the void towards Kraatar even as they speak; ETA 5 galactic days!"

SL1 epsilon section

EPSILON SECTION: RETURN OF THE UPF 

SOMETHING'S NOT RIGHT
 
When they return to Star Law HQ the characters finally feel like they may get a break. After a long trip back they get themselves cleaned up and resupplied (as well as a hot shower, decent food and a soft bed few a few hours).  They awaken to a nervous RIK'Ss'Ik:  "I'm not certain what to do; but I feel I must inform you  of a possible problem.  Earlier today the 'General' of House RIK was summoned to the Commercial Council Building for an urgent meeting.  He hasn't left yet; but he has issued new orders for the troops.  The attache' showed them to me and I'm not certain what to make of them.  He has instructed our forces to push foreward after the Sathar; out from the protection of the Planetary Batteries.  If we move the troops out there and the Sathar use their attack ships, it could wipe out our forces, and leave us defensless.  I was able to convince the attache' to delay delivering the message for 30 minutes, but that's the best I could do.  I checked with the other houses, and they haven't heard from their representatives on the Commercial Council since yesterday.  It seems a bit odd considering the current situation.  What should we do?" Yesturday a group of Sathar agents managed to infiltrate the Commercial Council Building and take the Council hostage.  They forced the members to call for the "General" to come for an urgent meeting.  Upon his arrival they took him hostage as well.  They are using the Council members (one of which is involved with the "General") to force him to give orders to the army which will allow the Sathar to quickly overwelm them before the UPF fleet arrives.  The Council will avoid answering any messages from the outside, as they are in a "closed session" discussing the war.  If told it is an urgent Star Law matter; they will look mildly nervous as they answer on vidphone any character concerns.  They will outline their strategy as sound according to their best computer estimates; since they feel the Sathar fleet will be preoccupied fighting the UPF to bother with their troops, and it may provide a diversion to split some of the Sathar forces from the UPF fleet if the Sathar do try to counterattack.  Any attempts at persuasion will be rebuffed.  A character with Psycho-social skills may try an empathy check to noticed that the speaker is frustrated and afraid; and most likely being manipulated. The Council Building is a standard government building with it's own computer and enviornmental controls.  The windows to the Council Chamber are mirrored on the outside.  The security station is on the lower levels as well as the building enviornmental controls.  As long as the characters don't cause too much trouble before entry (i.e. giving the Sathar agents reason to be suspicious), they will be allowed into the building without scrutiny.  If the characters attempt to go to the Council; the four RIK guards on duty will inform them that they are not to be disturbed and will draw weapons if need be (use the RIK statistics from the Laser Battery assault if the characters insist on a firefight).  Hopefully the characters will try to gain more intelligence before trying a frontal assault.  The RIK security will allow them access to the security systems, if they wish to look at the camera records from the past 24 hours.  There are no cameras in the Council Chambers, but on review they can see where a group of five maintenence workers entered the Council Chamber with one of the house leaders and never left. The exact description of the building is not included here due to the fact that many players may come up with different plans, and it is up to the GM as to how each would work.  There are air ducts leading to the Council Chambers and if the enviornmental controls were changed the room could be pumped with double strength doze gas very rapidly.  There is a bathroom off the Council Chamber that could be accessed by enterprising characters for recon either by cutting through the wall of a nearby room or sending a spybot through the air ducts.  Once the characters disable the Installation Security, the alarms in the building will not go off.  All RIK personelle are as above.  The Computer is a level 4 system: Installation Security lvl 6, Computer Security lvl 6, and Enviornmental lvl 2 (in case the characters do things the hard way instead of trying to convince the security personelle that there is something wrong and potentially a hostage crisis) and there are 6 RIK on duty in the security room. The Council Chamber is a 20m x 30m room with several monitors and chairs providing much soft cover.  There are five Sathar agents in the room as per the Laser Battery stats except #5 has the popper replaced with an explorer's vest loaded with eight fragmentation grenades; all linked to the same dentonator, and he has an anti-shock implant.  The first four agents are sitting around the room in different locations, and the fifth is sitting among the Council Members and the General.  At any sign of being attacked he will dentonate the greandes all at once.  If the characters "burst in" unannounced they will have 1 turn to attack before initiative.  If they give any sign of forewarning (like fighting the guards to the room), they will have to roll standard initiative as they enter. Once the situation is resolved (for better or worse), the orders for the army are recinded and the troops move back into defensive positions under the cover of the Laser Batteries.  

RECLAIMING THE STATION
 
As the UPF fleet approaches the planet, a message on command channels from Rear Admiral Bogarub asks for an update of the situation.  The characters and RIK command apprise the fleet of the current situation.  "I know it's a been hard on you all, but I must ask a favor from Star Law.  The station in orbit is key to defense as well as a needed resource for resupply for the UPF in this sector.  The Sathar may intend on destroying it before letting it return to our control.  When the Sathar fleet begins to deploy against us, I'll need you to return to the station with a small strike force to secure the station from harm.  Good luck; Bogarub out." Allow the characters to outfit themselves as desired from the equipment at Star Law HQ; as well as anything onboard the Defiant.  The ship contains enough personal space equipment (as shown on page #52 of the Knight Hawks rule book), for each character to outfit themselves as they wish.  Once they are ready they recieve the notice of the Sathar ships moving to engage the UPF fleet.  As the players lift off from Kraatar, they will have two turns in spaceship movement/combat before docking.  First they will move into orbit, the station's Laser Battery and Rocket Battery will fire defensively, then they may return fire (if they wish).  Next the station will move closer to them as they begin to syncronize for docking and the Defiant will get an automatic hit from both the station's batteries as they manouever into the docking bay.  Once inside they can no longer be hit by the station's weapons.  As they enter the docking bay, they will see a Sathar fighter also docked in the bay. Once they have docked, opened the airlock, and exited the ship; they will be attacked by 20 Sathar (STR/STA: 40/40, DEX/RS: 40/40, INT/LOG: 45/45, PER/LDR: 45/65).  10 will hang back for the fight and are Beam 2; armed with laser rifles set at 4 SEU with 2 extra clips and albedo suits under their spacesuits.  The other 10 will move foreward to engage the characters at close range and are Beam 3; armed with sonic disruptors, electrostunners, with 2 extra powerclips, and albedo suits under their spacesuits and spacesuit armor.  Those with armor also are using rocket packs in this zero-g area.  Note the Sathar did not decompress the area, but may try to if the characters are not wearing spacesuits.  It will take one Sathar two turns to move to another airlock, and another turn to get the airlock door opened.  The docking ring will then be fully decompressed in six turns (see page #36 of the Knight Haws rule book for rules on decompression).  For simplicity, assume that the Sathar all start within 40 meters of the airlock when the ambush begins.  In this case the Sathar have no cover.  Once the battle is over, the characters will have to proceed to the main causeway in the space station. Once again use the commercial deck section map.  40 Sathar will be waiting for them as they exit the elevator.  These Sathar will be armed as above with the same stats and skills, except there will be 10 with sonic disruptors/electrostunners and instead of spacesuits and spacesuit armor they have inertia screens with power beltpacks; and 30 with laser rifles and no spacesuits.  They start with the laser troops split up in the kitchen, spacer club, near the clothing store, and frontier lounge (using the doors as cover).  Those with disruptors are to the right of the elevators.  The characters may choose which elevator they are exiting from.  Remember that the map scale is 2m per square.  Once the battle is over the characters may proceed to the command area. Once they reach the command area they will be able to scan the rest of the station, to realize there are no more Sathar onboard.  If they don't think to check the docking bay, have one of the nearby UPF ships radio them and let them know there is an energy buildup coming from the station noted on energy sensors.  It is coming from the Sathar fighter.  The characters will have 40 minutes to get the fighter 1000 meters from the station before it's atomic engine overloads.  It will take them 10 minutes to reach it.  Once there, the Defiant can push it out to 1000m with manoeuvering thrusters in 20 min.  If they attempt to jettison the engine with the Sathar controls; an engineer will have a 10% + 10% per level chance of getting the right controls to jettison it.  Each attempt takes 5 minutes.  Using a Laser Powertorch; it can be cut out of the ship in 10 minutes.  To push it out it will take 2 workpods or 4 rocketpacks to accellerate it by 5 meters per turn, and there are 2 workpods in the Docking area nearby.  During all of this, two Sathar fighters will return from the fight to attack the station.  The characters will have to use the stations batteries or the Defiant to defend themselves. Once the danger is over, and the Sathar fleet is routed; the characters will be commended for their actions.  Most likely they will advance in rank, and if they are at least Deputy Agents (as well as the required spaceship skills), they will be put in command of the Defiant.  As well as being heros to the local populance, if they saved the Commercial Council members (without harm), they will be awarded the Kraatar Golden Sheaves of Gallantry.

SL1 alpha section

SL1
  
       a STAR FRONTIERS adventure 
     PROTECTORS OF THE FRONTIER
                                  by Lauren Smith
 
ALPHA SECTION:
 
This adventure is designed for 4-8 characters of experienced levels.  It is tailored for Star Law characters of Ranger rank or less, but can easily be adapted for private adventurers.  Since even Deputy Officers have significant experience levels, non-Star Law characters may find this overwelming.  Although military skills will be very important; there are times when biosocial and technological skills will be necessary. Starship skills are not mandatory, as NPCs can fill in the ranks.  If used, a Pilot of 4th level and those with levels in Rocket and Energy Gunnery are useful.  

STAR LAW For those without access to the information in Dragon November 1984  a Star Law graduate has the following skill levels: Military PSA: Two 5th-level weapon skills, 2nd-level Martial Arts, 1st-level Demolitions; Technological/Biosocial PSA: One 5th-level skill and one 3rd-level skill from the appropriate PSA, a 2nd-level ranged weapons skill (usually beam), and 1st level in a non-ranged weapon Military skill (usually melee).  They also have at least four of their eight ability scores five points above average (for their race) two of which must be INT and LOG.  As you can see, even basic Deputy Officers are quite formidable, and considering that each rank advancement requires another skill level, this adventure is not for beginners.Basic equipment for each officer in this adventure is as follows: Laser Stunner Pistol with recognition grips (a special combination of Laser & Sonic Stunner which works in either capacity depending on the setting.  It's ranges are the same as for the individual weapons - basically two weapons in one ( It CANNOT fire both settings at once.)   A second pistol of the character's choice (commonly an electrostunner, needler pistol with anaesthetic clips, or for those with access to Zebulon's Guide: a Rafflur M-3).  For a Military PSA who chooses Projectile and Gyrojet skill training, they may replace the above with a Gyrojet pistol or Automatic pistol and a Needler pistol with anesthetic clips (remember, they are police and often try to subdue opponents).  They are also issued a stunstick, and commonly carry four doze and four tangler grenades.  For defense: a Civilian Gridsuit in Star Law blue (absorbs as a skeinsuit up to 100 pts. ballistic damage before destruction, as well as 30 pts. energy damage per turn without harm to the garmet),  a defensive screen which has both inertia and albedo properties (can only be on one setting at a time, but is connected to the helmet's brain-link and can be changed at a thought - subject to initiative and must keep same setting until following turn when it can be changed again) - this item cannot be used by others as it is keyed to the brain-link (as is the helmet) and will malfunction if someone else tries to use it, an anti-shock implant, and lastly; a helmet with built-in gas mask, radiophone, IR visor, sungoggle visor, magnivisor, poly-vox, helmetpack  with 250 seu, sonic protection, and a helmet sixpack (bodycomp with brain-link, help-beam stop-hear, hear-all, med-inject - staydose, and compsight [combining 1&2] for the pistol).  Each weapon will have 10 clips of ammo, a power backpack for their screen, and usually 2 power beltpacks for weapons or screens as needed.  Rifles and heavy weapons are not standard issue, but will be gained over the course of the adventure at the Star Law armory. 

KRAATAR This adventure is set on the planet Kraatar from SFAD6 Dark Side of the Moon.  For those without this reference, it is planet to the right of White Light and K'Tsa-Kar which has Med. pop. and Resource primary exports.  It is a small planet with 0.6 gravity which requires breathing apparatus except in the lowlands.  Most of the planet is covered by mountainous uplands and desert plateaus.  The cities are connected by pressurized monorails.  60% of the population are Human and 38% Vrusk.  The rest are a mixture of Dralasite, Yazirian, and Saurian.  With minor modifications, this can be set on other worlds along the Vrusk or Yazirian homeworlds, as long as they are non-central worlds without a large militia or fortress.  The government is controlled by the Commercial Council; a group of Vrusk executives from the six major trade houses.  Planet security is the responsability of Ral'Ik'Ka (RIK) trade house (private adventurers may be hired by RIK as a way to get them involved).  The planet's only protection is an armed space station.  

SATHAR WAR
 This adventure is set during the Second Sathar War, but can easily be adapted to a different timeline.  The characters will be on a planet under assault by Sathar forces and required to hold out until UPF Spacefleet vessels arrive to rescue them.  As Star Law officers they will have jurisdiction since this is a stellar law situation dealing with Sathar.  Since private citizen adventurers do not have the same authority, the referee may have to strand the players and force them to cooperate with RIK.  

EXPERIENCE
 Experience points should be awarded based on character performance at the end of each section; 

Beta Section:
delaying Sathar long enough to totally evacuate space station and protecting shuttles from fighters - 3 pts. 

Gamma Section:
preventing destruction of planetary laser batteries around capital - 1 pt. each (4 max.); hunting down Sathar troops before they reach the Government building - 1 pts; capturing Sathar agents for interrogation - 1 pt. 

Delta Section:
for each 2 Saurian noncombatants rescued - 1 pt; for recapturing the armory, capturing the howitzer, reprogramming the computer at the robot plant - 1 pt. each; for each supply convoy stopped - 1 pt.; successful attack on Sathar HQ - 3 pts. 

Epsilon Section:
rescuing members of Commercial Council unharmed - 3 pts; successfully recapturing space station - 3 pts. 

In addition, for successfully saving the planet, the characters will automatically be promoted one rank if less than Chief Agent rank (provided they advance the required skill level).  Chief Agents will recieve 50 exp's. toward Ranger rank, and Rangers will recieve 25 exp's toward Marshall rank.

SL1 beta section

BETA SECTION: TO PROTECT AND SERVE

INTRODUCTION


The characters are relaxing at Star Law HQ in Gozzorf City when they are alerted to a Sathar attack.  Quickly they respond by taking the Star Law Patrol ship up to the fight.  As the Sathar fleet destroys the space stations defenses, it becomes apparent they intend to invade.  The characters must slow down the Sathar in order to evacuate as many as possible to the safety of Gozzorf.



ALERT


The characters are currently assembled with the RIK liason officer RIK'Sst'Ik discussing local crime reports when they receive an alert message from the orbiting space station: "This is Larzat Station calling Star Law HQ!  We have detected multiple energy signatures consistant with Sathar capital ships 300,000 km from Kraatar on an intercept course!  We anticipate they'll be here in just over 30 minutes!"  RIK'Sst'Ik contacts his HQ and alerts them to the problem.  It takes the characters just over 10 min to reach the starport by aircar and launch.  As they escape gravity, the tactical situation is as follows:



SETUP


Kraatar: 2720 (hex #)

Larzat Station: 2622 moving clockwise

SLS Defiant (character's ship): 2620 moving away from Kraatar, speed 0

SAV Warmonger (Heavy Cruiser): 0220 heading for Kraatar, speed: 5 hexes/turn

SAV Pestilance (Assault Carrier): 0222 heading for Kraatar, speed: 5 hexes/turn

6 Sathar Fighters: hexes surrounding carrier, speed: 5 hexes/turn

SAV Plague (Assault Transport):  0121 heading for Kraatar, speed: 5 hexes/turn


Larzat Station:  HP 80 / ADF 0 / MR 0 / DCR 75 / Weapons: LB (Energy 2), RB (x6) (Rocket 2) / Defenses: RH, MS (x2), ICM (x6)

SLS Defiant: HP 30 / ADF 5 / MR 4 / DCR 60 / Weapons: AR (x5), LB (x2) / Defenses: RH, MS (x2), Masking Field, Reinforced Hull; (skills are per characters or NPC techs equal to Pilot 4, Rocket 2, Energy 2 (x2), Engineer 3)

SAV Warmonger: HP 100 / ADF 2 / MR 1 / DCR 175 / Weapons: LC (x3), PB (x2) (Energy 1), EB (x2) (Energy 1), LB (x6), T (x6) (Rocket 2), RB (x9), S (x3) / Defenses: RH, AP(h), Reinforced Hull, SS, ICM (x11)  (Due to lack of resupply the Sathar will avoid using torpedos, rocket batteries, ICMs); Pilot 6, Engineer 4 (This ship is a "new" Heavy Cruiser design of hull size 18 with 102-HP of weapons/defenses & may be replaced with a standard one)

SAV Pestilance: HP 75 / ADF 2 / MR 1 / DCR 150 / Weapons: LB (x2) (Energy 1 each), RB (x8), 6 Fighters / Defenses: RH, MS (x4), ICM (x10) Pilot 6, Engineer 2  (see above re: RB & ICM) (An "older" style Assault Carrier)

SAV Fighters: HP 8 / ADF 5 / MR 5 / DCR 30 / Weapons: AR (x3) / Defenses: RH (Since the carrier's stores are full they WILL use rockets) Pilot 2

SAV Plague: HP 60 / ADF 1 / MR 2 / DCR 90 / Weapons: LB (x2) / Defenses: RH; Pilot 4, Engineer 2, 1000 Troops, 10 Shuttles (cap. 20 with equip.)

Shuttles: HP 10 / ADF 4 / MR 4 / DCR 26 / Defenses: RH



TACTICS


The Sathar will focus on disabling the station's weapons and protecting the Assault Transport and Assault Carrier.  They want to capture it to use as an advanced supply depot as well as a jump off point to invade the planet.  After the weapons have been disabled, the Plague will send 5 shuttles with 100 troops to the station as it slows to begin docking procedures.  The fighters will protect the shuttles and attempt to destroy any non-Sathar trying to escape the station.  They will only aggressively attack the Defiant if it threatens the fighters or shuttles, since they will reley on the Warmonger to protect the other capital ships.  Once the station is helpless and realizes the situation the RIK forces there will call for the Defiant to dock and help repel the boarders while they evacuate to the planet.  In addition, three shuttles will launch from the planet to help evacuate the station.



NEW SHIPS


Star Law Ship Defiant:  Star Law Patrol Class Starship;  HS 4,  HP 30,  Length: 75 meters, Width: 12 meters, Wingspan: 48 meters,  Hatches: 2,  DCR 60, 2 Atomic Type "A" Engines: ADF 4 / MR 5,  Weapons: 2 Laser Batteries, 5 Assault Rockets,  Internal Machine Gun and Heavy Laser; Defenses: Reflective Hull, Reinforced Hull, Masking Screen (2), Masking Field, Skin Sensors, Camera System, Level 6 Security Locks, Subspace and Videocom Radios, Radar and Energy Sensors, WNB, Starship Deluxe Astrogation, Life Support 20 Main / 20 Backup, 4 Escape Pods, 10-Man Launch, 2 Workpods, Bridge detaches in emergency to become a "Special" Lifeboat for 16 people for 40 hrs., Brig for up to 4 prisoners.  This ship is an advanced design which is how it can land on planets.


Assault Transport:  HS 10,  HP 60,  Length: 240 meters, Width: 40 meters,  Hatches: 3 plus shuttle bays, DCR 90, 3 Ion Type "B" Engines: ADF 1 / MR 2, Weapons: 2 Laser Batteries, Defenses: Reflective Hull, 10 HS 2 Shuttles each carries 20 troops with equipment, 1000 Troops.


Once the characters have docked at Larzat Station use the commercial deck section.  The characters enter from the elevator.  There will be 20 Sathar troops (STR/STA: 40/40, DEX/RS: 40/40, INT/LOG: 45/45, PER/LDR: 45/65) with 2nd Beam Weapons skills entering from the left side of the map.  They will be armed with laser rifles set at 4 SEU with 2 extra clips and albedo suits under their spacesuits.  There are 3 RIK Vrusk security using the clothing store, Frontier lounge, and souvenir shop for cover.  Their stats are as follows:  STR/STA: 50/50, DEX/RS: 60/60, INT/LOG: 50/45, PER/LDR: 45/45, Beam Weapons 3, Thrown Weapons 2, Melee Weapons 2, Martial Arts 2.  They have laser rifles with power beltpacks and albedo suits.  If the characters wish, they may use Spacesuits with spacesuit armor instead of screens, but it must be stated before entering the station.  Once these Sathar have been dealt with, the final citizens will be leaving and the characters can retreat to their ship.  The shuttles will be limited to moving one hex at a time to get into position to land on the planet and they should travel 2 hexes before entering the planet in order to align themselves for approach.  After they "enter" the planet they will be safe from attack.  Until then, the Defiant will have to protect them from any fighters.

SL1 gamma section

GAMMA SECTION: STAR SPANGLED RESISTANCE


As the characters decend into the planet's atmosphere, any pursuing Sathar will turn away to avoid Kraatar's planetary laser batteries.  Anyone using a bodycomp with hear-all will pick up a Sathar signal, otherwise the signal will be intercepted by RIK.  A tight beamed message will be intercepted "The time...now...batteries...land troops."  If the players don't figure it out themselves, RIK'Sst'Ik suggests that it may be a message to Sathar agents to sabotage the planetary defenses; when they see him at Star Law HQ.



STAR LAW HQ


Returning to HQ the characters begin getting reports from security forces all over the planet.  Under article 12 of the Star Law securities act, the characters should impose Stellar (martial) Law to maintain order.  From here on, the RIK security forces will look to them for guidance.  Available equipment includes:


10 of each type of pistol and rifle                                                                                        

Essentially unlimited ammo for above weapons                                                                  

50 of each type of grenade                                                                                               

2 of each type of heavy weapon with mounts                                                                     

100 belts/rockets/shells for above                                                                                     

10 type 1 parabatteries modified for use in heavy weapons                                                  

10 of each type of defensive screen                                                                                    

20 power backpacks (rechargable at HQ)                                                                                                                                                    

40 power beltpacks (rechargable at HQ)                                                                                extra toolkits

20 Star Law civilian gridsuits                                                                                                   4 freeze fields and 100 doses of all med drugs

2 aircars (if using Zeblon's Guide; 1 Air Transport in addition)
2 explorers with pressurized compartment
8 flit boards (if using Zebulon's Guide; otherwise 2 jetcoptors) 

10 parawings

10 glijets
4 enclosed hovercars with pressurized compartment
2 sets of breathing apparatus for each character
10 tornadium D-19 with timers

Characters may carry up to 2 sidearms, 2 rifles, 8 grenades, 1 screen, 1 backpack, 3 beltpacks, stunstick, 10 clips for each gun, 1 defensive suit.  They may exchange a pistol for 4 grenades, stunstick, or a power beltpack.  They may exchange 2 rifles for a heavy weapon.  Obviously this does not pertain to vehicle carrying abilities, only what they may carry on their person.


RIK'Sst'Ik will dispatch additional security to guard as many of the planetary laser batteries as possible, but due to the chaos in Gozzorf and the possibility of Sathar agents he recommends the characters protect the four around the city.  For each character less than eight, two RIK security officers will be assigned to help guard the batteries (use above statistics from station assault, arming them with albedo suits, inertia screens, laser rifles, sonic stunners, stunsticks, power backpacks, 2 power beltpacks each, and 4 doze / 4 tangler grenades).  Allow the characters to decide who will take security officers and who will act without; but essentially there should be at least one character for each battery.  Two of the batteries are located 10km from Star Law HQ, and two are 14km away.  If they travel to the two closer batteries by flit board or jetcoptor, and aircar to the farther ones, they will arrive as below.  If they travel by anything slower, they will see one or more of the batteries exploding en route.  For each battery the characters arrive to in time, run the following scenario using the town map.



LASER BATTERY ASSAULT


As the characters approach, they will notice the gates have been smashed by a wrecked explorer.  There are several bodies lying about the compound, many of which wear RIK security uniforms.  Three of the attacking Sathar agents are dead.  The five remaining are described below.


Sathar Agents: STR/STA: 55/60; DEX/RS: 60/55; INT/LOG: 50/45; PER/LDR: 45/50; Skills: Melee 3, Thrown 3, Beam/Gyrojet/Projectile 4 (depending on weapons) and each team has distributed among it's members: Computer 1, Computer 2, Demolitions 3, Medic 1, Robotics 2, Technician 2.

#1) automatic rifle (5 bulletclips), fragmentation grenade x2, sonic sword on bayonet mount, civilian skeinsuit, albedo screen (beltpack 50 seu).

#2) laser rifle, smoke grenade x2, electric sword, IR goggles, civilian skeinsuit, albedo screen (beltpack 50 seu x3).

#3) laser pistol (x2), incendiary grenade, civilian skiensuit, albedo screen (beltpack 50 seu x4) (Vrusk - ambidexterity)

#4) gyrojet rifle (3 Jetclips), tangler grenade x4, grenade launcher attachment on rifle, sonic sword, albedo suit, inertia screen (beltpack 50 seu)

#5) popper (6-shot rocket launcher; 2 shots/turn; 10d10 dam; range per RL), gyrojet pistol (3 jetclips), electric sword, albedo suit, inertia screen (beltpack)


For Military PSA characters the agents will be setting up demolition charges on the battery; for Technological PSA the agents will be setting the reactor to explode requiring repair machinery to stop the overload.  The characters must defeat the agents within 1 minute of landing to prevent the agents from completing their sabotage.  If completed it will require the appropriate skill checks from the characters (demolition defuse charge / technician repair machinery) to stop the explosions.  All robots in the compound have been shut down via robotics and computer experts, as well as automated computer defense guns.  If the players attempt to fly into/land in the compound, they will be fired upon while landing; otherwise they will be fired upon entering the compound.





SATHAR ASSAULT ON GOZZORF


Upon success or failure, the Sathar will be launching an assault on the planet's surface.  Unfortunately for the characters, other agents have managed to knock out planetary defenses on other parts of the planet.  The Sathar will land 100 troops in Gozzorf minus 20 for each battery intact (100 - (20 x # batteries saved)); so if the characters saved all the batteries they face 20 Sathar troops.  If they failed to save any they face 100 Sathar troops.  Using the Gran Quivera Port Loren map the Sathar will enter from the following locations (in order): 20 troops on roadway north of Convention Center, 20 troops on roadway west of Central Hospital, 20 troops on roadway next to The Plutonium Nugget,  20 troops on roadway north of the zoo, 20 troops on roadway south of the Holo Theater.  The characters must stop the Sathar before they move to the Government Building.  The Sathar will all be standard troops with 2nd Beam armed with laser rifles, 3 clips, and wearing military skeinsuits.  The characters start at the Star Law building.  To the east of the map is the Yatiz sea (hence the reason all Sathar enter from the west)  A kind referee would space the entry of the Sathar by a few minutes so the characters only face 20 at a time.